Merge pull request #2875 from wwylele/bump-skip
gl_shader_gen: don't call SampleTexture when bump map is not used
This commit is contained in:
commit
7cd8a65949
|
@ -525,11 +525,12 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
|
|||
"float geo_factor = 1.0;\n";
|
||||
|
||||
// Compute fragment normals and tangents
|
||||
const std::string pertubation =
|
||||
"2.0 * (" + SampleTexture(config, lighting.bump_selector) + ").rgb - 1.0";
|
||||
auto Perturbation = [&]() {
|
||||
return "2.0 * (" + SampleTexture(config, lighting.bump_selector) + ").rgb - 1.0";
|
||||
};
|
||||
if (lighting.bump_mode == LightingRegs::LightingBumpMode::NormalMap) {
|
||||
// Bump mapping is enabled using a normal map
|
||||
out += "vec3 surface_normal = " + pertubation + ";\n";
|
||||
out += "vec3 surface_normal = " + Perturbation() + ";\n";
|
||||
|
||||
// Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher
|
||||
// precision result
|
||||
|
@ -543,7 +544,7 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
|
|||
out += "vec3 surface_tangent = vec3(1.0, 0.0, 0.0);\n";
|
||||
} else if (lighting.bump_mode == LightingRegs::LightingBumpMode::TangentMap) {
|
||||
// Bump mapping is enabled using a tangent map
|
||||
out += "vec3 surface_tangent = " + pertubation + ";\n";
|
||||
out += "vec3 surface_tangent = " + Perturbation() + ";\n";
|
||||
// Mathematically, recomputing Z-component of the tangent vector won't affect the relevant
|
||||
// computation below, which is also confirmed on 3DS. So we don't bother recomputing here
|
||||
// even if 'renorm' is enabled.
|
||||
|
|
Reference in New Issue